Inspired to make the game thanks to Emilie Reed's The Iron Hand in the Velvet Glove.
Thanks to Eclipse for the leaks. You can read about them here. You can read more here, or check the sources by yourself here.
If there is more relevant information that you think should be listed here feel free to tell me.
I'll upload a sort of making of/tutorial in the near future about the game, it will be posted here. I'll also upload the whole Unity project.
Credits:
Game Engine: Unity
Graphics: Paint and Gimp
Sound Effects: bfxr
Music: MIDIs generated with Guitar Pro 5 (an old pirated version, don't know where to find that lol) and MIDIs converted with GXSCC
a small abstract KS level set to Autechre - marhide. there are four "endings", can you find them all?
This is DrBlowhole20, i have made new logos for the site Glorious Trainwrecks and the new site Glorious Planewrecks.
They're on the attachments.
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GloriousPlanewrecksLogo.png | 16.48 KB |
Today's xkcd strip got me thinking. What sort of weird Tetris or Tetris-like games are out there?
So far I've seen Tetoris (that Flash Tetris game with an enormous playfield), First-Person Tetris (someone should remake this in 3D where you are literally looking out from the side of the piece), a physics-based Tetris or Tetris-like where the pieces are really bouncy, and a Tetris tech demo with anti-aliasing, anisotropic filtering, HDR, bloom, refraction, ambient occlusion...
Oh, and KnP Tetris!
Anyone know of any others?
Hmm, maybe we should make our own weird Tetris knockoffs too, though that might be a topic for Locomotive Engineers.
Edit: Ah, heck with it. I'll just go ahead and make this an event.
A tutorial kind of thing for Jumper Two. Explains everything you need to know about the game mechanics that isn't explained in the editor.
Made to accompany JumperTwoJam.
Place the .j2e file in your Jumper Two folder, then open it through the editor.
Defend your village from the marching army of cows. Shoot ducks at the cows to disrupt their nefarious tower. Send villagers out to collect meat to buy upgrades to your village.
Was made during the original time but have only just got round to uploading!
Made by Thomas Kiley, Kim Barrett and Mark Fearnley at Warwick Game Design Society.
[...] come down from his tower, and not go back up!
I was feeling very badly today, so I read a Rumi poem, and made a train wreck about it.
AMOSD is the shooter I said I would send to DJKlikster once finished. It's been sitting untouched for a while now, and I thought starting a diary would encourage me to finish it. I'm trying to fix errors on the main gameplay board before I copy it ten or fifteen times.
The attached file includes the engine screen. Please note that it's not a real level and you will easily be overpowered because all enemies are set to spawn indefinitely. The real game will NOT be this dense, except for maybe the final gauntlet. See the debug controls below for help in cleaning up this mess. (or you could wait until I upload a less cluttered WIP.)
Controls
WASD: movement
Arrow keys: shoot
1-9: equip weapons
-, =, backspace, ]: more weapons
Debug
CTRL+Z: wipe all enemies
CTRL+X: wipe all spawn points
Click on any enemy or spawn point to remove it.
CTRL+Shift+Click: Move the player
CTRL+L: add 50 life to the player
(using CTRL+Z and clicking unwanted lairs, you can set up a fight between the player and only a couple of enemy types.)
Main Enemies
Ninja Head: the main enemy. Follows and shoots smokescreen, which affects the player's shot accuracy.
Slime: acid splashes back when you hit it.
Eye: Moves in a swirling pattern and slowly closes in on the player. Later on, they will be created 16 at a time, one every 0.2 seconds, to make a snake enemy.
Yellow octopus with eye: a sniper whose shots go through walls. weak on its own since it doesn't follow the player, but they can make being cornered by other enemies much more dangerous (or impossible to escape). They can also be boxed into areas and be used as permanent turrets. I should probably lower their starting life a bit.
Knight: moves only in the cardinal directions (NSEW), and twice as fast if aligned with the player. Knights are knocked back by the sword weapon.
Exotic Enemies
Orb: a slow ball that splits in half occasionally. these don't spawn from lairs; they're just an additional hazard.
Beetle: Small enemies with 1HP that spawn quickly.
Rocket Launchers: not implemented. periodically shoot 8-16 rockets away from the player, which slow down and then reverse course towards him.
Ghosts: not implemented. they will probably just stop&go through walls.
Robots: move along a set path, usually through a narrow maze. they will shoot smokescreen if you destroy them.
Weapons
(eventually i will set it up so that the player has only 3 or 4 weapon slots.)
1 - Normal
2 - Longer range, lower rate of fire
3 - Low range, passes through walls
4 - Sword, deflects projectiles except for smoke. Slimes don't counter it and knights cannot charge through it. several swords layer on top of one another making for a rudimentary charge-up, allowing the player to destroy some enemies instantly on contact.
5 - Boomerangs!
6 - eggs/pellets. for when things are chasing you in narrow corridors and you want a higher rate of fire.
7 - 'flamethrower'. high rate of fire and low range. useless in corridors as it will hit the walls and disappear. if the player runs and shoots in the same direction, this weapon will make a rudimentary shield against weak enemies.
8 - shower nozzle, very weak with a high rate of fire, only useful against 1HP enemies such as beetles. very bad against slimes.
9 - cannonball, high damage and very low rate of fire. it will pass through multiple enemies.
0 - rebounding shot
-, =, and backspace are rare combinations of the above. \ is a broken version of the normal gun, and ] is a debug weapon.
OTHER STUFF
Sliding spikes: hurt when touched. cannot be shot through.
Sokoban boulder: it can be pushed. these would basically just be used to aggravate narrow mazes.
Dynamite: can be pushed, detonates if shot by player or hit by a sliding spike
Purple walls: can be destroyed by dynamite.
...
See the below comments for more updates on the project.
edited for clarity!
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Wake up. Pour coffee. Tilt cup towards face. Open face. Don't burn your face 10 times.
i usually make the game before the song. this time i made the song before the game and i am pleased with the result (of the song). it's difficult to hear beneath the sound effects, though.